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    posted a message on *Paid Position* SCII American Football Map

    Hai, I could be a part of this, I am good with triggers as I come from the old warcraft III scene, I'm currently working on a "ice skating" game, so I think our ideas of "fun" is quite the same, as your making a sports game.

    Btw, isn't it a bit like Star Strikers?

    Edit: I watched some videos from the Wc3 map, it seemed a bit big for only 4/8 players to have such a big map, and there should be some more teamwork then just "kick the ball over and then run and noone can catch you because they have the same speed". Slowed when having the ball end ect. So it forces you to play as a team and pass ect.

    Posted in: Team Recruitment
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    posted a message on zerGliderz (Please review)

    It's now out, my arena style "iceskating" map where you slide around colliding with walls and eachother in the goal to ofc. kill everyone else.

    I have it uploaded to Battle.net, but not to mapster though I don't yet know how to protect it, I will search after it, but later. I would like you Reading to play and Review my map. As it's a "arena", you may want some opponents, but A.I. is available, so just add a bunch of A.I.:s and you won't even notice how non-itelligent they are. Search either for "zerGliderz" or just to to "arena" in the cathegories, it's on the firstpage probobly. It's uploaded to US and EU, and KR/TW.

    Have fun and spread the word!

    Good Luck

    PS: It's on HotS as I'm using the Kaldirs texures for ice.

    Posted in: Map Feedback
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    posted a message on Zeewolf

    I watched the video and I Think it looks like a great Project, fun to play, even though the targeting system can be inproved (that last battlecruiserfight where you lost the aim several times as you flew around it). But I Think there are many fun weapons you can add and make some sort of PvP of it.

    When you landed the Banshee the first time, I almost though you would have someone come out of it and go on foot. :)

    I haven't played Zeewolf II though, so I have nothing to rely onto but it looks promising and I Think you should continue working on it.
    (I like how the battlecruisers and the Banshee are rebuilt and come up from the ground, looks cool)

    Posted in: Project Workplace
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    posted a message on Coolest Attachment Unit?

    That ship is from a map on battle.net, can't remember it's name, but something like "Star Battle". It is damn impressive to flyaround with and still be able to build on and stuff.

    Posted in: General Chat
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    posted a message on TIL: Locals Aren't Persistent

    @Amaroq64: Go I might be using stone old strategies, but I use the same as I used in the Warcraft 3 editor, MUI.

    Modify Integer[0] +1
    Modify Integer[1] +1

    Set Unit[Integer[0]] = Triggering Unit
    Set Heal[Integer[0]] = 15.0
    Set Time[Integer[0]] = 3.0

    If ((Trigger Loop) is on) != true) Then
    Turn (Trigger Loop) On

    Then you make a new function, a loop. (The "Trigger Loop")

    Every 1.00

    Local Integer

    For ever (Local Integer) from 1 to (Integer[0]) increasing by 1
    If ((Unit[Loop Integer] != No Unit) Then
    Modify Time[Loop Integer]: - 1.0 (minus one)
    Set (Unit[Loop Integer]) Life to ((Life of (Unit[Loop Integer]) (Current)) + (Heal[Loop Integer]))
    If (Time[Loop Integer] <= 0.0) Then
    Modify Integer[1]: - 1
    Set Unit[Loop Integer] = No Unit
    If (Integer[1] == 0) Then
    Set Integer[0] == 0
    Turn (current trigger) Off

    This sets a new integer each time you use the spell and stores values into a seperate Array each time, then it does its actions in a loop that goes through all the arrays made. The Integer[1] is to check if they are still going, when an action is finnished, the time reaches 0, the unit valiarble is set to "no unit" and it will therefor not trigger anymore in the loop as there is a condition that checks if there is a Unit[Loop Integer]. The Integer[1] goes up eachtime someone uses a spell and goes down each time the spell is finished, so if noone is using the effect atm. the loop will therefor end and the Integer[0] reset to 0 to then start over.

    Posted in: Triggers
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    posted a message on Ok just wondering

    It looks home made. Something you would MAKE for your children, not buy.

    Posted in: Off-Topic
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    posted a message on -The Thing- [Revival] is looking for Ability creators.

    It does not look to complicated, in pure data, then I don't know, but with triggers, then it should be easly done. But I have never played your map, so I maybe have to do that before creating abilities.

    Posted in: Team Recruitment
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    posted a message on I need an Image for my UI

    But even at 1024x768, the Lockin button is inside the screen, and both the "Next" "Previous" buttons (the high but short ones). So you can still pick your unit that you want to play, and your Options are set to normal ones, so the game is totaly playable, other then that you can't change your votes for the game options.

    Posted in: General Chat
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    posted a message on I need an Image for my UI

    I played around with diffrent resolutions, and the image will fit the UI alright, but the UI won't fit the screen.

    At the lowest resolution I could use (1024x768) you could not choose options as they were outside the screen, else you can paly it like everyone else.

    Posted in: General Chat
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    posted a message on I need an Image for my UI

    That is a good question, I don't really know how that works, as I only have my screen xd

    Any Ideas on how to do it, to get a UI around that problem?

    Edit: When you imploment the Dialog Item Image as "Tiled= false", it streches out and takes the entire, disired area, and therefor works with all resolutions, hopefully...

    Posted in: General Chat
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    posted a message on I need an Image for my UI

    Terran-like UI
    I need someone to draw me a nice interface. A terran-like one. The image is down there and it is the "White/Grey" parts that I need filling with some Terran-like UI. It does not have to cover all the White parts, but It need to cover all the Components that are in the screen. And I need the sides that go off-screen (one on each side around the upper part), it needs to go offscreen as it then covers the portraits as they go behind the UI.

    The two Arrows on the side are for going through the portraits as it is the way of choosing Units on this map. So they need to look like buttons, or be left alone leaving the in-game UI do it's work and just work around them (even though I may have done that hard for you with my White lines).

    A small Leaderboard would not hurt if so, but it is not the main focus right now.

    Criteria

    • Terran-looking
    • Keeping the vital areas intact (the bottom part is nonvital)
    • Good-looking (hehe ofc.)
    • Not to small (preferably 1920x1080)

    /Thank You in advance

    UI UI2

    Posted in: General Chat
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    posted a message on Galaxyeditor Shutdown

    My galaxyeditor is shutting down when I change the value of life, life regen, ex. on a standard unit like the zealot, but if I duplicate it, it does not shut down, why?

    Posted in: Galaxy Editor Bugs and Feedback
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    posted a message on Patch 16

    Hi everyone!

    I hate patch 16, theres a new editor (yay), but you cant do anything because you need to be logged on to enter the editor and the beta is down so I can't do anything, it closes by itself... Now we have to wait untill the Battle.net is up again...

    Posted in: General Chat
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    posted a message on Text Problems

    Ok Thanks

    But why is mine in French, and can I make it English?

    Posted in: General Chat
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    posted a message on Text Problems

    I have som problems with my StarCraft 2, then I download a game and then play it, all the text in the game becomes "Param/Value/" and then some random numbers that fenins the secial text, so the trigger editor knows what to write.

    But when I creat own maps in the editor the text is good when I test my maps, why?

    Posted in: General Chat
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